﻿using UnityEngine;
using LuaInterface;

public class AnimatorStateEvent : StateMachineBehaviour
{
    public LuaFunction onEnter;
    public LuaFunction onExit;
    public LuaFunction onUpdate;
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (onEnter != null)
        {
            onEnter.Call(stateInfo, layerIndex);
        }
    }

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (onUpdate != null)
        {
            onUpdate.Call(stateInfo, layerIndex);
        }
    }

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (onExit != null)
        {
            onExit.Call(stateInfo, layerIndex);
        }
    }

    // OnStateMove is called right after Animator.OnAnimatorMove()
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that processes and affects root motion
    //}

    // OnStateIK is called right after Animator.OnAnimatorIK()
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that sets up animation IK (inverse kinematics)
    //}
}
